A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations.
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An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors, drink to their imagined successes, and scheme to undermine their rivals.
Gossip is the fastest-traveling currency in the realm. A PC can inquire about major events by making a Presence Roll. What they learn depends on the outcome of their roll, based on the following criteria: • Critical Success: Learn about two major events. The PC can ask one follow-up question about one of the rumors and get a truthful (if not always complete) answer. • Success with Hope: Learn about two events, at least one of which is relevant to the character’s background. • Success with Fear: Learn an alarming rumor related to the character’s background. • Any Failure: The locals respond poorly to their inquiries. The PC must mark a Stress to learn one relevant rumor.
The PCs witness as agents of a local crime boss shake down a general goods store.
At night, or when the party is alone in a back alley, you can spend a Fear to introduce a group of thieves who try to rob them. The thieves appear at Close range of a chosen PC and include a Jagged Knife Kneebreaker, as many Lackeys as there are PCs, and a Jagged Knife Lieutenant. For a larger party, add a Jagged Knife Hexer or Jagged Knife Sniper.
Another adventuring party is here, seeking the same treasure or leads as the PCs.